Star Wars: Battlefront Walkthrough :

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Walkthrough - Star Wars Battlefront FAQ

Page 1

STAR WARS: BATTLEFRONT (PlayStation 2)
Version 2.4
By KindUndrTheMtn
Copyright 2004-2005 by Tim Filla
===============================================================================
TABLE OF CONTENTS
1. Introduction
2. Basic Gameplay and Controls
3. Units
3a. CIS
3b. Republic
3c. Empire
3d. Rebels
3e. NPC's (None-Player Characters)
3ea. Gungans
3eb. Royal Palace Guards
3ec. Wookies
3ed. Geonosians
3ee. Tusken Raiders
3ef. Sarlaac
3eg. Jawas
3eh. Ewoks
3ei. Jedi
4. Maps
4a. Clone Wars
4aa. Naboo: Plains
4ab. Naboo: Theed
4ac. Kashyyk: Islands
4ad. Geonosis: Spire
4ae. Kamino: Tipoca City
4af. Rhen Var: Harbor
4ag. Kashyyyk: Docks
4b. Galactic Civil War
4ba. Tatooine: Dune Sea
4bb. Tatooine: Mos Eisely
4bc. Rhen Var: Citadel
4bd. Yavin 4: Arena
4be. Yavin 4: Temple
4bf. Hoth: Echo Base
4bg. Bespin: Cloud City
4bh. Bespin: Platforms
4bi. Endor: Bunker
5. Galactic Conquest
5a. General Info
5b. The Birth of the Rebellion
5c. The Dark Side Rising
5d. Attack of the Clones
5e. Revenge of the Sith
5f. The Galactic Civil War
5g. A Galaxy Divided
5h. The Clone Wars
5i. The Balance of the Force
5j. Planet Order
6. Instant Action
7. Vehicles
7a. CIS
7b. Republic
7c. Empire
7d. Rebels
7e. All Faction Vehicles
7f. Turrets
7g. Creatures
8. Weapons
8a. CIS
8b. Republic
8c. Empire
8d. Rebels
9. Multiplayer
9a. Splitscreen
9b. Online
10. Cheats
11. FAQ
12. Strategies and Tips
13. Battlefront II Preview
14. Contact
15. Copyright
16. Version History and Plans
17. Thanks
===============================================================================
1. Introduction
Well, here you are. My guide. Hope you enjoy it! This game is similar to
the Battlefield games, except this is Star Wars, which in my opinion makes it
better. This gives you diversity of units, each with special abilities, and
maps which each have effective strategies. This guide was made mostly by me,
but now, a good deal of it has been made by the readers. My Thanks section
is growing very long! If you have any suggestions, questions, or comments,
please see the Contact section.
===============================================================================
2. Basic Gameplay and Controls
Here you will find the basic objectives and controls of the game.
Basic Gameplay:
The game's point in battle is to reduce your enemy's reinforcement count to 0.
You can see the enemy's reinforcements at the top of the screen. There are
two bars and numbers under them. The green bar and number is you, and the red
bar and number is your enemy. When the green bar goes all the way down and the
green number (that starts at either 200 or 250) is 0, you lose, and it will say
"Defeat" on the screen. If the red bar and reinforcement number is all the way
down, you see "Victory" across the screen. A commander will keep you updated
verbally on your status, like saying "Our reinforcements are taking casualties"
or "Victory is imminent!" and other phrases. The second and more difficult way
of winning is holding all the command posts for about 20 seconds.
Ok, let's clear up what reinforcements are and stuff. This is not stated in
the game or any booklet or strategy guide, but visualize this: there is a star-
ship overhead (which there is) and it has 200 men on it, and there are 200 men
on the battlefield. The number of reinforcements represent the number on the
star-ship. If one dies on the battlefield, one has to come down from the ship
to a command post, and that means one less is on the ship. If there are no
people on the ship for one side and there are on the other side, then victory
is assured for the team that still has reinforcements. Let's also say that
there are groups on the ship that are each assigned to a command post. If that
command post is taken, they can't spawn, and die slowly. That's not really how
it is in the game, but gives you a good perspective on how reinforcements work.
So, in summary, to win the easiest way is to capture command posts. Your
fellow soldiers will do this, but you have the power to lead attacks, and you
are a whole lot smarter than your computer friends (I hope). You can use
battle strategy and good combat skills. If you try to win just by killing and
not capturing command posts, then most likely you will lose, unless you are
depriving the enemy of taking main battle routes or holding them at one command
post while your allies take other ones easily.
Controls:
D-pad: Commands
Up: Move out.
Right: Follow me.
Down: Hold your position.
Left: At ease.
Left analog stick: Move/strafe
Right analog stick: Aim
X: Jump
Square: Reload
Triangle: Get in vehicle
Circle: Tap once to crouch, tap twice to lay prone
R1: Fire basic weapon
R2: Change basic weapon
R3: Zoom
L1: Fire secondary weapon
L2: Change secondary weapon
L3: None
Aircraft Controls:
D-pad: Commands
Up: None
Right: Pile in
Down: None
Left: Move out
Left Analog Stick: Navigate
Right analog stick: Aim
X: Take off/Land
Square: None
Triangle: Get out/get in
Circle: None
R1: Fire Basic Weapon
R2: Switch Position
R3: None
L1: Fire Secondary Weapons
L2: None
L3: None
Vehicle Controls:
D-pad: Commands
Up: None
Right: Pile in
Down: None
Left: Move out
Left Analog Stick: Navigate/Strafe
Right Analog Stick: Aim
X: None
Square: None
Triangle: Get out/get in
Circle: None
R1: Fire
R2: Switch positions
R3: Zoom
L1: Fire Secondary Weapon
L2: None
L3: None
-------------------------------------------------------------------------------
Obbreviations I use:
MAV: Medium assault vehicle (i.e. AT-ST)
HWU: Heavy weapons unit (i.e. ARC Trooper)
TS: Transport ship (i.e. Republic Gunship)
SV: Scout Vehicle (i.e. Speeder bike)
NPC: Non-player character (i.e. Tusken Raider)
===============================================================================
3. Units
Each unit will help you do something different, like snipe people or blow up
vehicles. Units rated on a 1 to 10 scale, 10 being the highest.
-------------------------------------------------------------------------------
3a. CIS Units:
Battle Droid
Basic Weapons: Blaster Rifle, Blaster Pistol
Secondary Weapons: Thermal Detonator, Concussion Grenade
Class: Soldier
Usefulness: 8
When to use: When you want to kill a lot of soldiers
These guys are only found on Naboo: Plains and on Naboo: Theed in Historical
Campaigns.
Super Battle Droid
Basic Weapons: Wrist Blaster, Tri Shot
Secondary Weapons: Wrist Launcher
Class: Soldier
Usefulness: 9
When to use: Anytime
These are good. They can rapidly deplete forces with there Wrist Blaster, and
can destroy stuff with the Wrist Launcher.
Assault Droid
Basic Weapons: Missile Launcher, Blaster Pistol
Secondary Weapons: Thermal Detonators, Mines
Class: Heavy-Weapons
Usefulness: 8
When to use: To destroy vehicles
Assault droids are basically used to destroy vehicles with their missle
launcher and to set traps with the mines.
Pilot Droid
Basic Weapons: Grenade Launcher, Blaster Pistol
Secondary Weapons: Fusioncutter, Health/Ammo Dispenser
Class: Pilot
Usefulness: 8
When to use: To destroy large groups and repair vehicles and build turrets
You will want to use these guys when you have a lot of vehicles. They can also
build turrets.
Assassin Droid
Basic Weapons: Sniper Rifle, Blaster Pistol
Secondary Weapons: Thermal Detonators, Recon Droids
Class: Sniper
Usefulness: 8
When to use: In places where you can see long distances and to scout enemy
territories
The Assassin droid is a sniper, so put them either a long distance away from
enemies or on a highly elevated spot. Use the recon droids to quickly move
into enemy territories.
Droideka
Basic Weapons: Repeating Blasters
Secondary Weapons: Personal Shield
Class: None
Usefulness: 9
When to use: When you have to kill A LOT of soldiers
These units are feared by enemies and loved by allies. They can destroy dozens
of troops without taking damage. You might think: "These are way to slow!"
and they are. But press triangle to go into roll form, where you can roll
anywhere. NOTE: cannot use vehicles/turrets
-------------------------------------------------------------------------------
3b. Republic Units:
Clone Trooper
Basic Weapons: Blaster Rifle, Blaster Pistol
Secondary Weapons: EMP Grenade, Concussion Grenade
Class: Soldier
Usefulness: 8
When to use: To destroy troops
These are your basic soldier units. They're the same thing as Battle droids,
except they're clones.
ARC Trooper
Basic Weapons: Missile Launcher, Blaster Pistol
Secondary Weapons: EMP Grenade, Mine
Class: Heavy-Weapons Class
Usefulness: 8
When to use: To destroy vehicles
ARC (Advanced Recon Commando) troopers, are the vehicle-destroying units of the
Republic. I think they look the coolest of all the clones...
Clone Pilot
Basic Weapons: Plasma Disrupter, Blaster Pistol
Secondary Weapons: Fusion Cutter, Health/Ammo Dispenser
Class: Pilot
Usefulness: 7.5
When to use: To repair vehicles and kill tightly grouped enemies
Clone Pilots are a little different than the Pilot Droids. They can shoot out
plasma plasts, which are electrical beams. Hold down the trigger for maximum
damage.
Clone Sharpshooter
Basic Weapons: Sniper Rifle, Blaster Pistol
Secondary Weapons: EMP Grenade, Recon Droid
Class: Sniper
Usefulness: 8
When to use: Elevated spots and to scout
Clone Sharpshooters are your basic snipers. Not much different than the
Assassin Droid.
Jet Trooper
Basic Weapons: Pulse Launcher, Commando Pistol
Secondary Weapons: EMP Grenade
Class: None
Usefulness: 9
When to use: To reach far away spots and destroy droideka shields
Jet Troopers take jumping to a whole new level. Press X twice to use your
jetpack, which can let you stay in the air for long periods of time.
-------------------------------------------------------------------------------
3c. Imperial Units:
Stormtrooper
Basic Weapons: Blaster Rifle, Blaster Pistol
Secondary Weapons: Thermal Detonator, Concussion Grenade
Class: Soldier
Usefulness: 8
When to use: To destroy several enemies
Stormtrooper are again your basic soldiers. Nothing much.
Shocktrooper
Basic Weapons: Missile Launcher, Blaster Pistol
Secondary Weapons: Thermal Detonators, Mines
Class: Heavy-Weapons
Usefulness: 8
When to use: To destroy vehicles
The shocktrooper is another assault unit, use them to destroy vehicles,
turrets, and special buildings.
Imperial Pilot
Basic Weapons: Mortar Launcher, Blaster Pistol
Secondary Weapons: Fusioncutter, health/ammo dispenser
Class: Pilot
Usefulness: 7
When to use: To repair vehicles and destroy groups
Use to repair vehicles and launch little grenades on enemies.
Scout Trooper
Basic Weapons: Sniper Rifle, Blaster Pistol
Secondary Weapons: Thermal Detonator, Recon Droid
Class: Sniper
Usefulness: 8
When to use: To snipe and to scout
Basic sniper units.
Dark Trooper
Basic Weapons: Blast Cannon, Blaster Pistol
Secondary Weapons: Thermal Detonator
Class: None
Usefulness: 9
When to use: To suprise enemies and close combat
Dark Troopers are like Jet Trooopers, except their jetpacks go faster and wear
out quicker. And they have shotguns.
-------------------------------------------------------------------------------
3d. Rebel Units:
Rebel Soldier
Basic Weapons: Blaster Rifle, Blaster Pistol
Secondary Weapons: Thermal Detonators, Concussion Grenade
Class: Soldier
Usefulness: 8
When to use: To deplete enemies
Rebel soldiers are, again, soldiers. They have no armor, but have more will
than any other soldier class.
Rebel Vanguard
Basic Weapons: Missle Launcher, Blaster Pistol
Secondary Weapons: Thermal Detonator, Mine
Class: Heavy-Weapons
Usefulness: 7
When to use: To destroy vehicles and set traps
Vanguards are efficient at destroying the Imperial walkers. Useful on Hoth and
on Yavin 4: Temple, and on Endor: Bunker.
Rebel Pilot
Basic Weapons: Blaster Cannon, Blaster Pistol
Secondary Weapons: Fusioncutter, health/ammo dispenser
Class: Pilot
Usefulness: 8
When to use: To repair vehicles and close combat
Rebel Pilots carry shotguns, making them efficient at close combat and at
repairing vehicles.
Rebel Marksman
Basic Weapons: Sniper Rifle, Blaster Pistol
Secondary Weapons: Thermal Detonator, Recon Droid
Class: Sniper
Usefulness: 8
When to use: To snipe and to scout
Rebel Marksmen are your snipers, and I think they're the only female units in
the game, if they are females (I'm not sure).
Wookie Smuggler
Basic Weapons: Bowcaster, Grenade Launcher
Secondary Weapons: Time Bomb
Class: None
Usefulness: 8
When to use: To sneak past groups of enemies
These are the only playable Wookies in the game. They can take more damage
than any other unit.
-------------------------------------------------------------------------------
3e. NPC's (Non-player characters)
There are a few units that you can't play as. They will appear yellow on the
map. They only appear in historical campaigns (except Tusken Raiders and the
Sarlaac).
3ea. Gungans
Weapon: Boomers
Classes: One (no name)
Toughness: 7
Map: Naboo: Plains
Alliance: Republic
You will want to watch out for their boomers. They are kind of like grenades
that burst into electricity when they throw them. In groups, they destroy the
AATs easily.
3eb. Royal Palace Guards
Weapon: Blaster Rifle, missile launcher, fusion cutter, etc.
Classes: Three: Soldiers, pilots, heavy-weapons
Toughness: 8
Map: Naboo: Theed
Alliance: Republic
These guys are about normal fighting skills, they aren't anything special.
3ec. Wookies
Weapon: Bowcasters, missile launchers, fusioncutters
Classes: Soldiers, heavy weapons, pilots
Toughness: 8
Map: Kashyyyk: Islands, Kashyyyk, Docks
Alliance: Rebels/Republic
You are probably going to say, "You can play as these!" but you can't. The
Wookie Smugglers are a little bit different from the regular Wookies.
3ed. Geonosians
Weapon: Sonic Blaster
Classes: One (no name)
Toughness: 7
Map: Geonosis: Spire
Alliance: CIS
These ones have very weak weapons. The sonic blaster barely does any damage.
They are not to be feared. They can move fast, so try to shoot them on the
ground.
3ee. Tusken Raiders
Weapon: Blaster Rifle, Sniper Rifle
Classes: Two, Soldiers and Snipers
Toughness: 8.5
Map: Tatooine: Dune Sea
Alliance: None
These are tough. Do not underestimate them. They will strike both sides, so
basically there are three enemies on the Dune Sea. You do not need to kill all
Tusken Raiders to win, though.
3ef. Sarlaac
Weapon: Tentacles
Classes: One (only one appears)
Toughness: Unbeatable
Map: Tatooine: Dune Sea
Alliance: None
The Sarlaac is an invulnerable doom thing, that will destroy everything that
comes near it. Stay away from it. It is unbeatable and a problem.
3eg. Jawas
Weapon: Fusioncutter
Classes: One: Repairers
Toughness: Not warriors
Map: Tatooine: Mos Eisley
Alliance: Both
Jawas go around constructing turrets and repairing vehicles. Don't kill them
unless they help the enemy. Every kill of one of these counts as a minus.
3eh. Ewoks
Weapon: Spears and rocks
Classes: One (no name)
Toughness: 6
Map: Endor: Bunker
Alliance: Rebels
These guys are hard to see, so don't be a stormtrooper and walk into one as he
stabs you.
3ei. Jedi
Weapon: Lightsaber
Classes: Count Dooku, Mace Windu, Darth Vader, Luke Skywalker
Toughness: 10
Map: Count Dooku: Kashyyk Islands, Mace Windu: Geonosis Spire, Darth Vader:
Tatooine Mos Eisley, Luke Skywalker: Hoth Echo Base
Alliance: Count Dooku: CIS, Mace Windu: Republic, Darth Vader: Empire, Luke
Skywalker: Rebels
Steer clear of these guys. They will deflect your bullets, and kill you with
one slash of their lightsaber.
Killing Strategy: Draw them toward the edge of a drop that will kill you, shoot
a missile right next to the Jedi, and he will fly up, and plunge into the pit,
killing him. He will respawn. Best levels to kill on: Bespin: Platforms, Rhen
Var: Citadel, Kamino: Tipoca City
Second Killing Strategy: Run over with a speeder bike (or push him around with
a vehicle).
Third Killing Strategy: Make them chase you, then turn around and run back-
wards. Then shoot at his feet.
Fourth Killing Strategy: Use grenades, and throw them at the feet of the Jedi,
and down they go! Much like the first one, just use grenades.
Fifth Killing Strategy: Land a starfighter on him.
Sixth Killing Strategy: Step on him with an AT-AT (this one is kind of hard).
Seventh Killing Strategy: (Only for Tatooine: Dune Sea) In a vehicle, push him
into the Sarlaac pit or make him chase you to the Sarlaac.
-------------------------------------------------------------------------------
Still having problems with the units, or don't know when to use one? Go to
Tutorials on the main menu, and there will be intros to all the unit classes,
vehicles, and the ones you get at the start of Historical Campaigns, and the
one you get at the start of Galactic Conquest.
===============================================================================
4. Maps
Here we are, the main walkthrough. Scale: Easy, Average, Moderate, Hard.
-------------------------------------------------------------------------------
4a. Clone Wars
4aa. Naboo: Plains
Default Player: CIS
Difficulty: Easy
Command Posts: The Redoubt, The Command, The Center, The Pillars, The Heads
Key Command Post: Center
Recommended Unit: CIS: Any
Republic: Any
Rebels: Any
Empire: Any
MULTI-FACTION WALKTHROUGH
This level's historical campaign appearance is simple. The Gungans will throw
their boomers at you. This can be challenging, because it's like dozens of
EMP grenades everywhere, but are easy to kill and have no guns except for their
turrets and your AATs will lay waist to them. Spawn at the command post with
the vehicles. If you have the option, take the starfighters and demolish the
enemy vehicles. If not, grab a speeder/STAP or if you want a tank or walker
and head to the Center. Bad name. Be creative, LucasArts! Take that command
post, and then you have to drive back the enemy so that command post isn't
under attack, though it probably will throughout the course of the battle. If
one of your command posts fall, take it during your spare time. If you are in
historical campaign, your next job is to get the shield down. Just take down
one fambaa (or however they're spelled) and the shield will go down and your
legion of troops will attack that, leading to the Gungand defeat. Your ally
tanks will shoot the shield if it's up just like in the movie (except they
won't realize that they're not doing anything) until the shield is down. Some-
times they will go in, but usually it's you and your ground troops. If you
are on the ground, it's hard to last long inside the shields, due to the
boomers and turrets. If you're in a tank it's also hard to last, though you
will live considerably longer. Now, if your not in historical campaigns, your
going to want to launch an attack on their vehicle spawning command post,
though it's usually very will guarded with vehicles and a lot of troops and
turrets. If you capture one of the lesser command posts as the Republic, a
huge group of Gungans will spawn at once. I really don't like the Gungans,
because they all sound EXACTLY like Jar-Jar (I have nothing against Jar-Jar,
but a dozen Jar-Jars is enough to drive you INSANE). They also think they are
going to die, which is mostly true, but hearing about it OVER AND OVER is quite
annoying.
-------------------------------------------------------------------------------
4ab. Naboo: Theed
Default Player: CIS
Difficulty: Easy
Command Posts: The Office, The Palace, The Guard, The Embassy, The Rotunda, The
Plaza
Key Command Post: Palace/Rotunda
Recommended Unit: CIS: Super Battle Droid/Battle Droid
Republic: Clone Trooper
Rebels: Rebel Soldier
Empire: Stormtrooper
MULTI-FACTION WALKTHROUGH
If you have the Palace to start out with, spawn as a heavy-weapons unit and
place a mine at each entrance. If you have the Rotunda, put a mine on each
bridge. Get in a tank (if there are any left) and go to the place with a path
to the side command posts and one to the Palace and another to the Rotunda,
although that one is blocked off by pillars and then stairs, making it
impossible to drive a vechicle through there (unless they were a scout vehicle,
which you don't get here. There you should find reasonable competition between
the many, many soldiers and the tanks. The Palace is usually under battle, so
if you don't have it, take it with your tank, and if you do have, DO NOT let
it fall into enemy hands. You have enough allies and enough turrets to drive
back the foes. It's also mildly difficult, but you have some cover in case you
get killed, and since there is so much battle, the dead usually drop off health
and ammo. A wise choice would be to capture a side command post to give you a
good staging point for an attack on the big one (Palace or Rotunda). If you
have the Palace to begin with, you are in a slight advantage, because for some
reason the Rotunda is very easy to get if you already have one of their side
command posts, which are also easy to get if you have tank at your disposal.
The Royal Guards are your enemies if you are playing in Historical Campaigns.
They are, in my opinion, easier than clones, because of their tanks. The
pilots (not the unit pilot; the ship's driver) in the clone tanks are not
exposed, only the main gunner. In the Gian Speeders (also only in Historical
Campaigns) the pilot and the main gunner are vulnerable, so when the Gian
Speeder is fighting an AAT you can sneak up and shoot the two drivers,
disabling the vehicle. Combat is always fierce on this level, so soldiers are
a wise choice.
-------------------------------------------------------------------------------
4ac. Kashyyyk: Islands
Default Player: CIS
Difficulty: Average
Command Posts: West Harbor, East Harbor, North Village, Village Center, South
Village, Landing Zone
Key Command Post: North Village/Landing Zone
Recommended Unit: CIS: Super Battle Droid
Republic: Clone Trooper
Rebels: Rebel Soldier
Empire: Stormtrooper
INTRODUCTION
Kashyyyk: Islands is my least favorite of the two Kashyyyk levels. It is
fairly simple in Historical Campaign, but the Wookies do have a lot of health.
Spawn as any unit (preferably a soldier) and get to the starfighter, not a
transport ship or bomber. They are slow and are torn through by the star-
fighters. This way, you can tear through the enemy's bombers or transports.
This will not work in Historical Campaigns because the Wookies do not have
vehicles of their own. Taking the skies is not difficult unless it is on
multiplayer, because it is two on two always in the skies, and a regular dog-
fight. On the ground, a good strategy is needed.
ALTERNATE FACTION WALKTHROUGH
Empire/CIS: The Landing zone is not a good place for ground units to spawn, but
gives you an excellent place far away for your ships to spawn in peace without
battle raging around them. This is, however, a good spawning point for snipers
, as they can shoot across the valley to the South Village. A better Empire/
CIS spawning place would be one of the northern harbors. The West Harbor is on
an island of its own and a straight divides you from the Village Center, which
is the main command post for your enemies. Snipers can pick off enemies in the
Village Center, but be prepared to fight other snipers going for both you and
the infantry crossing the dock or fording the water below you in the valley.
As a soldier, you can try to avoid snipers and get the big advantage of the
Village Center. Watch out for enemies around the buildings, and reinforcements
from the South and North Villages. Droidekas are simply devastating on this
level. Get the droidekas in the village, and the defenders will give way and
lose to you.
Republic/Rebels: This level is a lot more difficult for the forces of good.
Your ships spawn in the middle of battle. You are also surrounded. You can
try to risk to gather a lot of men in some ship and strike at the Landing Zone,
which allows them to have no ships and no more waves coming from the south.
With the ships you gained there, you can start destroying the ground units that
are fighting against your men at the Villages. The Republic Gunships are esp-
ecially good at that. The Rebels have it the hardest on this level, because
one going for the Landing Zone will have to do either alone or with one other
ally. The Republic can use a gunship to take it and have a strike team, which
will probably win. In the village, you have to use all your droideka-killing
skills and your keen eyes to take them down. Droidekas are hard to see, until
their shields are up, and when that happens your most likely dead, or you have
to take cover while droids rush in on your command posts. A Jet Trooper is
good on this level, because he can easily dispatch droidekas and can fly over
and shoot attacking droids. If the Landing Zone is in your hands, they will
have less reinforcements, but there will be more attackers in the north, which
may weaken your defenses and might even allow the villages to fall. You need
to keep and eye on your map to see if any enemies have snuck past you. Try to
not bring battle here in Galactic Conquest until you've secured Rhen Var. Even
risking orbital censors to be used here is a bad choice.
-------------------------------------------------------------------------------
4ad. Geonosis: Spire
Default Player: Republic
Difficulty: Moderate
Command Posts: Techno Union Ships 1, 2, 3, Spire, West Bunker, East Bunker,
Derelict, Assembly Area
Key Command Post: Derelict/Techno Union Ships
Recommended Unit: Republic: Clone Trooper or Pilot
CIS: Droideka
INTRODUCTION
Geonosis is a long and complicated level. In Historical Campaign, it intro-
duces you to the Clone Army. There is no way of giving a good walkthrough of
the level without dividing it into two parts, so that's what I'll do.
ALTERNATE FACTION WALKTHROUGH
Republic: First things first: get in a Gunship. Load up on allies. Gunships
are virtually indestructable on this level. The only thing that can possibly
take them down are the Geonosian Starfighters. Go on the west side of the
Spire and take down the Hailfire Droid and Spider Walker, and if you want get
out and take the command post. This clears a path for your AT-TE allies. I
advise you not to get in an AT-TE on this level. They move slow and everyone
concentrates on killing them, so they go down fast. Anyway, get back in your
gunship and go as high as you possibly can, so your almost eye-level with the
tip of the Spire. Shoot down on the Techno Union Ships, using your guns and
missiles. If you run out of missiles, go back to the Derelict and refill your
ammo. Then head back and finish up the dirty work. Once that's done, your
probably going to want to return to the Derelict and exit your ship. Then
fend off the enemies from the Derelict (and there will be enemies nearby).
Once you've secured the area, proceed north to the Spire. The Spire is easy
to get up to, because the defenses are weak there because they all attack the
Derelict and such. Once the Spire is taken, their forces will start to crumble
at a good rate. Hopefully by now they only have one command post, two tops,
and that one should be one of the bunkers. Those are easy to take but hard to
keep. They aren't necessary to win the battle, but stop the CIS's hailfire
droids and spire walkers from spawning, and gives you an excellent staging
point to attack the Spire. Without the Spire and the Techno Union Ships, the
CIS is doomed.
CIS: The separtists have it harder on this level, because in the movie they
lose. First things first: spawn at the Spire and hop in a Geonosian star-
fighter. Take down both gunships (preferably before they take off) and start
attacking the Assembly Area. With that down there won't be any more gunships,
which are one of the two big threats to the precious Techno Union Ships. If
you see an AT-TE reach one of the bunkers, go and take it down with your star-
fighter. The reason for this little ship your in is the doom of the AT-TE
threats. The Assembly Area takes a long time to destroy, and unfortunately
can't be taken. Keep your eye on the map for units advancing to your front to
the north, and if any command posts are captured go and get 'em, although there
is a possibility of losing your starfighter. You should have a warning on the
state of the Spire, because it takes a long time to capture and hopefully you
will see it blinking before its too late. Another good way to destroy the AT-
TEs is the Hailfire Droid, which has missiles equipped for just the purpose.
The Spider Walker can be effective too, because of the powerful beam shot out
of it. The Derelict should be captured by you, too. Land your starfighter
right up next to it, and go in. Defending yourself should be simple in there,
because there is only one way attackers come in, except the tiny space they can
crouch and go through, but unless you're in multiplayer odds are this won't
happen.
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4ae. Kamino: Tipoca City
Default Player: Republic
Difficulty: Moderate
Command Posts: Cloning Center, Beta 2, Beta 1, Beta 3, Alpha 1, Alpha 2, Alpha
3
Key Command Post: Cloning Center
Recommended Unit: Republic: Jet Trooper
CIS: Any (Droideka)
MULTI-FACTION WALKTHROUGH
Kamino does not work on my disc. I haven't played it since I went over to my
friends house a while ago. Oh well. The first few minutes is scurrying around
getting command posts for both factions. It is easier for the CIS because they
are a lot closer to everything. The main goal for both factions: secure the
Cloning Center. That means defending it as the Republic and getting it as the
CIS. It will spell doom for the Republic if it is in the CIS hands, and is
quite hard to capture back as the Republic, because of: droidekas. I hate
droidekas. The battle outside is mostly battles on the bridges between command
posts. It's hard if you are the Republic and encounter droidekas, but for the
CIS its not that hard and if there are no droidekas its not that hard. The
best thing to do as the CIS is try to get the Cloning Center and keep it, then
try to take all the command posts possible. The Republic should take all
possible command posts and defend the Cloning Facility. Simple. The Jet
Trooper is good at flying from command post to command post, avoiding the tur-
moil at the bridge. The Droideka can easily secure the bridges and allow his
allies to proceed. Turrets should be manned by the defenders of a command post
because they are useless to attack and very helpful to defend. In this battle
it is hard to sneak up on enemies because there are a few routes you can go
by. This makes defenders have to watch only one or two positions with turrets
or on the ground. The Cloning Center, though, has several bridges coming to
it, making it a little harder to defend. But the main room only has three
hallways to watch, so that makes it easier. Also, it is heavy so that you have
more warning about enemies trying to approach.
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4af. Rhen Var: Harbor
Default Player: Republic
Difficulty: Moderate
Command Posts: Western LZ, Ice Caves, Lighthouse, Citadel, Fortress, AT-TE/AT-
AT
Key Command Post: Lighthouse
Recommended Unit: Republic: ARC Trooper/Pilot
CIS: Assault Droid
Empire: Shock Trooper/Pilot
Rebels: Vanguard
ALTERNATE UNIT AND FACTION WALKTHROUGH
Republic/Empire
Soldier: The soldier's main job is to secure the area for the passing of your
walker. The first thing that should be done is spawning at the Ice Caves. The
Ice Caves will normally have an on going battle at the end of it, and unless
you are the Empire, avoid this. The Empire can probably take down the enemies,
but the Republic has it harder because of those dang droidekas. If you are
the Republic, get out of the caves and pray that there is still a MAV at the
Western LZ. If there is, lucky you! You can either escort the walker or ride
up to the Lighthouse. If you survive out of the Ice Caves, go to the Light-
house. Another but longer way is to spawn at the walker and either walk or
ride to the Lighthouse, or wait until a MAV comes and get in that. Either way,
get to the Lighthouse. Once you're there, do the obvious and capture it. Now
go up on the deck that is to the right of the stairs heading to the Ice Caves,
if you are looking at the Ice Caves from the Lighthouse. If they have con-
structed turrets there, take them down. Then head to the stairs that lead to
the frozen lake where the walker should be on. Take down that turret. That
takes care of the left flank of the walker. Now either man a turret or head
over to the Fortress. Either way take down that turret sitting out on the
front porch. If you are in a turret shoot down the MAVs coming in to attack
the walker. If you are at the Fortress, take that command post, but watch out
there are many places to hide there. One that is taken, go up the front right
stairs if you are facing the Lighthouse. Up those stairs is another walker
threat, a turret. Take that down, and the walker should be turret free, except
for the Citadel's turrets which are clearly visible and in range of the walker
and can be taken down by it. Finish up by taking the Citadel. Take any lost
command posts.
Pilot: The pilot's job on this level is manning the vehicles (how unexpected).
the recommended thing to do is man the walker. Simple and easy. An AT-AT (if
properly manned) can survive the whole battle and get at least sixty kills.
It's harder in an AT-TE because of the AATs which are stronger and the fact
that the AT-TEs are weaker than the AT-AT. Either way, that is the easier
choice. Another choice would be to man a MAV at the Western LZ and escort the
walker. Finally, you can go and take the Lighthouse (which is harder as a
Pilot) and construct those turrets. You can also go around repairing vehicles
and dispensing health to the soldiers and snipers fighting the brutal war in
the large courtyard.
Heavy Weapons Unit (HWU): You're job is like normal; take down vehicles and
secure the areas with mines. Spawn at the Western LZ, and put a mine on one
of the MAVs and a few at the entrance to the Ice Caves. Now go and refill your
ammo and get to the the courtyard somehow. Once you're their, you need to take
the Lighthouse, although it may be difficult. Once you've done that, you
mine up the stairs leading to it, the exit of the courtyard in front of the
walker, or the exit of the Ice Caves. Now sit back and blow the crap out of
the enemy MAVs. You may die a few times because the MAVs will pick you off if
they see you, so continously relocate.
Sniper: The sniper class has a few oppurtunities. There is the Lighthouse
oppurtunity, in which you take the Lighthouse and lay prone in front of the
stairs leading into the main courtyard. Fire into that, and you should always
have enemies to fight. A more difficult idea is capturing the citadel, but
it most likely wouldn't work for a few reasons: 1) snipers are not equipped for
capturing command posts, 2) that area seems to be a Jedi haven, 3) it's a heavy
command post. But if by a miracle you can take it, you can stop a lot of enemy
vehicles from spawning and you have a sniper oppurtunity that you can either
shoot to the Fortress or to the courtyard, or pick off enemies that are behind
or under your walker. A way to clear out the Citadel is the simplicity of the
recon droid.
Jet and Dark Trooper: The Jet Trooper here has an interesting secret (sent in
by DarthWaffle7). Start at the Western LZ. Jet up on top of the entryway to
the Ice Caves. Then make your way through the few pathes that there are for a
longtime (the jetpack is useless) Eventually you'll make it to the top. You
can see everything from up there. If you attempt to jump, you will slide, per-
haps down the mountain. If you simply walk off the edge, you will fall and
die. If you jump off, you'll slide down, take no damage, and wind up in some
random point on the map. Ok, back to the main strategy. The Jet Trooper
should spawn at the walker. Jet to the Lighthouse. Use your pistol to
dispatch normal foes and EMP launcher for droidekas and groups, and as the Dark
Trooper use your shotgun for everything. The Lighthouse should not be hard to
take. Once that's finished, jetpack over to the Fortress. It may take a few
tries to take the Fortress. After that, fly over to the Citadel. The Citadel
is normally taken in the last minute or two of the battle. It is kind of hard
to take because it is heavy and enemies are always behind the pillars.
Rebels/CIS
Soldiers: The main rule for soldiers here: do not get massacred by the walker.
A soldier may want to man a vehicle. If you want to do this, see the Pilot
section for details. Your units will normally take the Lighthouse, so do not
bother with it unless it is taken by the enemy. A load of troopers will come
out of the Ice Caves. You may have some fun up there (droidekas especially).
The Ice Caves is not a hard command post to take. You may die once or twice,
but if you clear out the entryway, your home free. Once that's done, you
should first check to see if you have all your command post (the walker can
clear the way for a lot of enemies) and if not, go get 'em! If you have them
all, proceed to the Western LZ, the daddy of all enemy command posts. The exit
of the Caves is full of brutal warfare if you control the Ice Caves, because
that's where your allies will go. If you manage to liberate enough enemies to
have peace, destroy the guarenteed mines in front. There will always be mines
unless you are fairly early in the battle in doing this. It will take a few
lives usually to capture the Western LZ, if you do it at all. Go back and get
any lost command posts. See the Republic/Empire strategies to capture them.
Pilots: The Pilot NEEDS to man a vehicle. In truth, you are kind of advantaged
if you are the Rebels. Go behind the beast and fire away, the only thing that
can hit you are the vehicle and missile launcher equipped escorts. The easiest
thing you can do the whole time is to continously take down the walker the
whole battle, keeping the thing away from the main courtyard. You could go to
the Western LZ and have a vehicle assault there. It is easy, even for one
vehicle. Just blast everything and make sure the turret is down, then head in.
The Pilot has a simple strategy, but a hard one to execute.
HWU: You know what to do already. Get the Lighthouse and blast the crap out of
every enemy vehicle without getting hit. Or place mines on the vehicle and
ride through enemies without getting hit. Enough said.
Sniper: The sniper should just go to any command post and snipe. It's your job
and you should do it. There aren't any battle strategies you should use, just
get 'em at the Ice Caves and coming to the courtyard. Don't get hit by the
enemy walker.
Droideka: The droideka should go to the Ice Caves and blast all crap that comes
out. The walker can spot you easily, so watch out for that. Do not try to
threaten the escorts of the walker. It ain't gonna work. The only other thing
to do is to guard a command post, but that's boring.
Wookie: Get in a vehicle and run under the AT-AT (after destroying all escorts)
and plant time bombs on the legs, then run! Otherwise, do what a soldier does.
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4ag. Kashyyyk: Docks
Default Player: Republic
Difficulty: Moderate
Command Posts: City Hall, Pier One, Pier Two, Dock One, Dock Two, Beachhead,
Landing
Key Command Post: Landing
MULTI-FACTION WALKTHROUGH
This level, Rhen Var: Citadel, and Tatooine: Dune Sea all compete for my
favorite level. This level has sparse ground fighting, but good vehicle-to-man
or vehicle-to-turret fighting. This will give you a great oppurtunity to
use your missile launcher and your sniper skills. The best place to start for
the Empire/CIS is their main command post, the Beachhead. Take a scouting
vehicle to the Landing (do not use a droideka, they will drown unless you want
to scoot all the way there. This is a great advantage to the Republic). Once
you are there, your enemies may have already captured it, but most likely they
haven't. The fighting is easy there, but watch for snipers. If you see a shot
from a sniper rifle, take cover in the logs further up on the beach. They
don't give you the greatest cover, but they will have to suffice unless you
want to die. Recon droids are more popular units of war here. They are used a
lot due to the mass amounts of snipers. To be a sniper, see the alternate
strategy. The Republic and Rebels best bet is to either be a soldier or heavy-
weapons unit. The heavy-weapons unit should not challenge their medium assault
vehicles head on at the beach, but should use the convienent Wookie-made plat-
forms. Go as close to the Beachhead as you can without falling, and stand
within a short walking distance to an ammo droid. Here you can fire away at
the MAVs. A soldier should spawn at City Hall and go straight to the Landing,
or spawn at one of the Piers and walk down the bridges. Anyway, go to the
Landing. The logs that are used as sniper's cover is better used for cover
from a vehicle. The fighting is not difficult at the Landing, but constant.
Some enemies will blend in well with the water, and will flank you from three
sides. You could attempt to take one of the Docks, and that is not easy and
not hard. You just have to have a good weapon for rapid dispatch. Once there,
turn around and watch for spawning enemies and enemies coming up from the
stairs. On this level you really have a free will, because of the various
tasks of each unit. Every unit here has a separate task. Soldiers is the
dirty ground fighting, pilots man vehicles (or supply soldiers with health),
HWUs take out the vehicles (or else do nothing), snipers are always having fun
;) and special units use their abilities (except droidekas. They are disad-
vantaged here).
Alternate strategy (from Adurbin 09):
This level is also my favorite in the game for any side you chose. Appear at
Pier 1 or 2. Be a sniper (note: the overall technique has nothing to do with
sniping). Run along the tops towards that weird hut looking thing. Throw
detonators down near the docks to slow the enemy. When you get to the ammo and
healing droids, stop by them and look at the other pier. Now send a recon
droid of the edge and it should land on the dock. call an air Strike in the
middle of the enemies and wait for them to blow. If you want to call another
immediately after go ahead. As long as the ammo droid lives, you have
unlimited air strikes. If you are at the point where they only have eight
reinforcements stop and just snipe them.(note: You can shoot enemies with the
recon droid. this gives you a chance to get a tremendous amount of head shots
and will lose their lives so some snipers can actually go through that level
without dying and possibly shooting the rifle).
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4b. Galactic Civil War
4ba. Tatooine: Dune Sea
Default Player: Empire
Difficulty: Easy
Command Posts: Bluff, Homestead, Tusken Camp, Cistern, Sandcrawler, Dune Sea
Key Command Post: None
SEPARATE FACTION WALKTHROUGH
Empire/Republic: Start out at the Sandcrawler, and grab a speeder. Zoom over
to the Homestead, under that big arch. Then jump off the speeder at the top of
the Homestead. Run down into the Homestead, and stand by the health droid, and
kill the attackers until you have captured it. This should drive the Rebels
from this area, and bring in some troops and a vehicle. Then, the Rebels will
flock in from the Bluff. You should get in an vehicle, but be prepared for a
ton of missiles and concussion grenades. You might encounter a combat
landspeeder. Hold back the foes, and once you got that in control, jump out
and slowly take the command post. Then, they might have taken the Sandcrawler
or retaken the Homestead. You can take those back if you want, but if you have
got the Bluff, you should be close to winning. If there's nothing to do, or
taking the Bluff is too hard, get in a medium assault vehicle and head up to
the Tusken Camp. Then, massacre the tuskens! This is an easy way to get a lot
of kills with no resistance; the tuskens have no grenades or missile launchers,
only blaster and sniper rifles. And, there is always action at the Cistern.
For Snipers: get in a starfighter, and land on one of the stone pillar things.
Then, snipe away! The only danger you might have is if enemy starfighters
destroy yours, and your stuck. The only way to get down is if you jump off and
land in a vehicle.
Rebels/CIS: Ok, start out at the Bluff. Get a medium assault vehicle and get a
copilot. Siege the Dune Sea or Sandcrawler, but be prepared for medium assault
power. Take them down, but it may be difficult. The Dune Sea is VERY hard to
get, because you are surrounded by turrets and vehicles when you try to take
it, and seemingly endless troops spawn there. The Sandcrawler is easier, but
you have no cover, so being a soldier could help here. The enemy has a knack
for taking the Homestead, because it is extremely simple to take, read the
guide above this one. If you are frustrated or bored, there is always the
three-way clash at the Cistern, or some starcraft to battle. The Empire and
Republic have unit disadvantages, because the CIS has the almighty droidekas,
and the Rebel Pilots seem very tough, but on this level, you're sort of
wandering, searching for a fight.
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4bb. Tatooine: Mos Eisely
Default Player: Empire
Difficulty: Easy
Command Posts: Market, Shops, Hangar, Cantina, Warehouse, Housing
Key Command Post: Shops/Hangar
MULTI-FACTION WALKTHROUGH
Start out at either the Shops or Housing. Then go to either the Shops or
Housing. Jetpack units help, because you can get there faster (duh). Once
you're there, take it. To take the Shops, you're going to run past an inter-
section that 9 times out of 10 has soldiers coming up it. I suggest strafing
past it, firing some shots, and leave the people following you to take care of
it. Then run until you get to a short wall connecting two buildings, then jump
over this, then go to the next wall, where the Shops should be. There should
be a bunch of enemies in there, but as long as you are on this side of the
wall, they can't get you (I think). And you can't get them. When you're
ready, jump over. If you are the Empire, take out Pilots first, because in
this tight little area shotguns are lethal. If you are the Republic, take out
the droidekas (if any) and then the Super Battle Droids. Then wipe out the
rest, and stand by the health droid (if it's still alive) until you get the
command post. To get the Housing, you're probably not want to go down to go
down the road that leads straight to them from the Shops. There is a lot of
battle there, and a turret defending the Housing. Go around, but not from the
Cantina past the Warehouse and Market, but the other way, past the Hangar.
Weave through the buildings, and get on top and jump from rooftop to rooftop if
you can, then get to the Housing secretly, and kill all who are near. Then
finish up by either getting the Hangar or Warehouse (or Market). The Hangar
is tricky, because you either need to get in through the well-guarded battle-
field of the front, or the open doorway to the back. The open doorway has
two turrets by it, which aren't usually armed, but as the Clones, there might
be an AAT. I suggest not going in an entrance, but spawning as a Jetpack unit,
then going up the top. You're not going to make it up in one trip, but when
you're at the roof, just clean out the sail barge, then jetpack onto the barge,
empty out the ground troops either with you're primary weapon or a turret, then